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Labyrinth of Madness by Monte Cook - Updated November 18, 2005
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<blockquote data-quote="Monte At Home" data-source="post: 2588375" data-attributes="member: 1335"><p>That would be very cool to see. </p><p></p><p>Yeah, the point of this adventure was to create something that if you were able to finish it, really finish it, it would be something you could brag about for your gaming career. I only know of one group that's done it without fudging in some way. (And that includes the playtesters.)</p><p></p><p>I've heard the story about Elminster and the rest. I think they died due to overconfidence. </p><p></p><p>There's one really significant typo on page 44. In room E4, where it says 'Sigil 15' in red, it should say 'Sigil 12.' That's the only error in the adventure that will actually trip up game play. Any DM able to run this adventure (and it's a challenge to run, as well as to play) can handle the other 3 or so minor map problems. All of them, as well as some clarifications of other things that aren't clear (it's got some really complicated encounters) are enumerated here:</p><p></p><p><a href="http://users.rcn.com/aardy/rpg/lomerr.html" target="_blank">http://users.rcn.com/aardy/rpg/lomerr.html</a></p><p></p><p>Looking back at this module today, I don't know if I'd personally run it as written anymore--it's just too hard. (I don't know if I'd have the patience to run Tomb of Horrors anymore, either, though.) I guess that makes me a wimp. I think I'd have one player start with some sigils or at least the knowledge that you need to get the sigils and how to use them. The sigils make the adventure really hard and at times very frustrating. However, if you strip the whole sigil shtick out of the module, you still end up with a pretty good and very hard trap-and-monster tomb dungeon. (Although the sigils do provide some cool moments and really make the adventure different from others the players have likely played.) There's still some stuff in this module I'm really proud of. Some of the tricks and traps, for example. Running the mind-switching room was one of the most fun (and funny) sessions of D&D I've ever had.</p></blockquote><p></p>
[QUOTE="Monte At Home, post: 2588375, member: 1335"] That would be very cool to see. Yeah, the point of this adventure was to create something that if you were able to finish it, really finish it, it would be something you could brag about for your gaming career. I only know of one group that's done it without fudging in some way. (And that includes the playtesters.) I've heard the story about Elminster and the rest. I think they died due to overconfidence. There's one really significant typo on page 44. In room E4, where it says 'Sigil 15' in red, it should say 'Sigil 12.' That's the only error in the adventure that will actually trip up game play. Any DM able to run this adventure (and it's a challenge to run, as well as to play) can handle the other 3 or so minor map problems. All of them, as well as some clarifications of other things that aren't clear (it's got some really complicated encounters) are enumerated here: [url]http://users.rcn.com/aardy/rpg/lomerr.html[/url] Looking back at this module today, I don't know if I'd personally run it as written anymore--it's just too hard. (I don't know if I'd have the patience to run Tomb of Horrors anymore, either, though.) I guess that makes me a wimp. I think I'd have one player start with some sigils or at least the knowledge that you need to get the sigils and how to use them. The sigils make the adventure really hard and at times very frustrating. However, if you strip the whole sigil shtick out of the module, you still end up with a pretty good and very hard trap-and-monster tomb dungeon. (Although the sigils do provide some cool moments and really make the adventure different from others the players have likely played.) There's still some stuff in this module I'm really proud of. Some of the tricks and traps, for example. Running the mind-switching room was one of the most fun (and funny) sessions of D&D I've ever had. [/QUOTE]
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